not consistently. I find there are basically two schools of thought in 3d graphics:
the screen is a graph representing a 3d space:
the x axis is horizontal, the y axis is vertical. depth, going ‘into’ the screen, then becomes the z axis. mathematicians and programmers tend to like this.
the screen is a camera viewing a 3d space from within itself:
the coordinates to position yourself along a line is one dimensional: x. to position yourself on a plane as in a 2d game, two dimensional: x, y. to position yourself within a volume, three dimensional: x, y, z. humans are kind of inherently planar spatial navigators - it’s easy to think about our position in terms of “where on the ground” we are, then adjust for height. 3d artists and level designers tend to like this.
Horizontal going into the screen right? The depth axis, if you will.
not consistently. I find there are basically two schools of thought in 3d graphics:
the screen is a graph representing a 3d space: the x axis is horizontal, the y axis is vertical. depth, going ‘into’ the screen, then becomes the z axis. mathematicians and programmers tend to like this.
the screen is a camera viewing a 3d space from within itself: the coordinates to position yourself along a line is one dimensional: x. to position yourself on a plane as in a 2d game, two dimensional: x, y. to position yourself within a volume, three dimensional: x, y, z. humans are kind of inherently planar spatial navigators - it’s easy to think about our position in terms of “where on the ground” we are, then adjust for height. 3d artists and level designers tend to like this.
Ah I see. Thanks. I’m used to the first line of thought, as that’s what I’ve been using when doing 3D programming.